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41 lines
1.2 KiB
41 lines
1.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef PORTAL_COLLIDEABLE_ENUMERATOR_H |
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#define PORTAL_COLLIDEABLE_ENUMERATOR_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "ispatialpartition.h" |
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#ifdef CLIENT_DLL |
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class C_Prop_Portal; |
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typedef C_Prop_Portal CProp_Portal; |
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#else |
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class CProp_Portal; |
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#endif |
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//only enumerates entities in front of the associated portal and are solid (as in a player would get stuck in them) |
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class CPortalCollideableEnumerator : public IPartitionEnumerator |
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{ |
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private: |
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EHANDLE m_hTestPortal; //the associated portal that we only want objects in front of |
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Vector m_vPlaneNormal; //portal plane normal |
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float m_fPlaneDist; //plane equation distance |
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Vector m_ptForward1000; //a point exactly 1000 units from the portal center along its forward vector |
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public: |
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IHandleEntity *m_pHandles[1024]; |
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int m_iHandleCount; |
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CPortalCollideableEnumerator( const CProp_Portal *pAssociatedPortal ); |
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ); |
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}; |
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#endif //#ifndef PORTAL_COLLIDEABLE_ENUMERATOR_H
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